ANH Classes

(Latest Revision: 2/4/18)

An isolated home to fiercely clannish peoples, Northwall’s cultural dividing lines are clearly drawn.

While visitors to settled communities can generally depend on traditions of hospitality and expect to be treated well, tribal peoples are usually less welcoming.

A character’s race determines how long a PC must acclimate themselves to another culture in order to embrace that culture’s class paths. A small handful of paths are not learned from cultural influence but accessed through heritage; these are limited strictly to the permitted race(s).

The relationship between class, path, and race is detailed below.

Barbarian Paths

Race Ancestral Guardian ¹ Battlerager ² Berserker ³ Storm Herald Totem Warrior Zealot
Dragonborn (Lirrodogath) X
Hill Dwarf X
Mountain Dwarf X
Wood Elf (Arrothla-nika) X
Half-Orc (Djura) X X X
Settled Human (Rustic) X X X
Tribal Human (Djura) X X X
Tribal Human (Gerovik) X X X
Tribal Human (Saxa) X X

¹ Only the Gerovik have ancestor-spirits still capable of interceding in the world of the living; this path cannot be taught.
² Through cultural acclimation, hill dwarves may become Battleragers. This path cannot be taught to non-dwarves.
³ Through cultural acclimation, anyone may become a Berserker.
⁴ Djura and Gerovik may learn from Tundra-spirits, while rustic humans may learn from Sea-spirits. Northwall lacks deserts. Through cultural acclimation and if accepted by the landvaettir, anyone may become a Storm Herald.
⁵ Arrothla-nika, Djura, and Gerovik may emulate beasts appropriate to their homelands; hill dwarves may follow the wolf or bear. Through cultural acclimation and if accepted by an animal-spirit, anyone may become a Totem Warrior.
⁶ Through cultural acclimation in a rustic human society, followers of Freyja, Odin, Thor, Tyr, or Ullr may become Zealots. Saxa worshipers of Hel do not teach outsiders.

Bardic Colleges

Race Glamour ¹ Lore ² Swords ¹ Valor ¹ Whispers ³
Dragonborn (Lirrodogath) X
Hill Dwarf X X
Mountain Dwarf X X
Dark Elf (Quonhaini) X X
High Elf (Bellathirrin) X X
High Elf (Mialennodel) X X X
High Elf (Naiamne) X X X
High Elf (Sephelion) X
Wood Elf (Arrothla-nika) X X
Forest Gnome X X
Rock Gnome X X
Half-Elf X X X X
Half-Orc (Djura) X
Lightfoot Halfling X X
Stout Halfling X X
Settled Human (Rustic) X X
Settled Human (Urban) X X
Tribal Human (Djura) X
Tribal Human (Gerovik) X
Tribal Human (Saxa) X

¹ Through cultural acclimation, anyone may join this College.
² Through cultural acclimation, anyone may join the College of Lore. Additionally, anyone with the Antiquarian background has had access to enough knowledge to qualify for this class path.
³ House Naiamne and the half-elven Company of Weary Travelers do not teach outsiders their secrets. A bard from the College of Whispers who even reveals its existence is marked for death.

Cleric Domains

The domains of Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Protection, Tempest, Trickery, and War are open to clerics of all races, depending upon the deity bestowing power. See the description of each race for more information about common religious beliefs.

Druidic Circles

Race Dreams ¹ the Land ² the Moon ² the Shepherd ²
Wood Elf (Arrothla-nika) X X X
Forest Gnome X X X
Half-Elf X X X X
Half-Orc (Djura) X X X
Tribal Human (Djura) X X X

¹ Druids of the Circle of Dreams are born, not taught. Only wood elves, forest gnomes, and half-elves with wood elf ancestry have the inborn quality of spirit to bond with the fey.
² Through cultural acclimation and if accepted by the landvaettir, anyone may join this Circle.

Fighters

Arcane Archer (cultural): Dark Elf, High Elf (Houses Bellathirrin and Naiamne), Wood Elf
Banneret (cultural)¹: Hill Dwarf, High Elf, Rock Gnome, Lightfoot Halfling, Settled Human (Urban)
Battle Master (cultural): Dwarf (any), High Elf (especially House Bellathirrin), Settled Human (Urban)
Cavalier (cultural):
Champion (cultural): Any
Eldritch Knight [Int-based] (cultural): Dragonborn, Elf (any), Gnome (any), Settled Human (Urban)²
Eldritch Knight [Cha-based] (ethnic): Dragonborn, Elf (any)
Monster Hunter (cultural):
Sun and Moon Warrior (cultural)³: Settled Human
¹ Anyone who lives under the authority of the elves may swear an oath of fealty to a noble house. Through distinguished service in upholding that oath, they may earn a title of knighthood.
² Settled humans with the Sage background and membership in the Antiquarian Society
³ Identical to the Samurai (XGtE)

Monks

Blade of Manison (cultural, LN/TN alignment only)¹: Settled Human (Rustic)
Spirit of Solsdottir (cultural, LG/NG alignment only)²: Settled Human (Rustic)
Way of the Drunken Master (cultural, non-lawful alignment only): Settled Human (Rustic)
Way of the Four Elements (cultural, LG/LN/NG/TN alignment only): Settled Human
Way of Hel’s Hall (cultural, non-good alignment only)³: Settled Human (Rustic)
Way of the Open Hand (cultural, LG/LN/NG/TN alignment only): Settled Human
Way of the Shadow (cultural): Settled Human (Rustic)
Way of Tranquility (cultural, good alignment only): Settled Human (Urban)
¹ Identical to the Kensei (XGtE)
² Identical to the Sun Soul (SCAG/XGtE)
³ Identical to the Long Death (SCAG)

Paladins

Oath of the Ancients (cultural): Dragonborn,
Oath of Conquest (cultural):
Oath of the Crown (cultural):
Oath of Devotion (cultural):
Oathbreaker (cultural):
Oath of Redemption (cultural):
Oath of Treachery (cultural):
Oath of Vengeance (cultural):

Rangers

Beast Master (cultural): Dragonborn, Wood Elf, Forest Gnome, Halfling (any), Settled Human, Djura Tribe (Half-Orc/Human), Gerovik Tribe
Gloom Stalker (cultural):
Horizon Walker (cultural):
Hunter (cultural): Dragonborn, Hill Dwarf, Elf (any), Halfling (any), Settled Human, All Tribes (Half-Orc/Human)
Monster Slayer (cultural):
Primeval Guardian (cultural):

Rogues

Arcane Trickster (cultural): Gnome (any), Halfling (any)
Assassin (cultural): Dark Elf, High Elf (House Naiamne only), Half-Elf (Company of Weary Travelers)
Inquisitive (cultural):
Mastermind (cultural):
Scout (cultural):
Swashbuckler (cultural):
Thief (cultural): Any

Sorcerers

Divine Favor (ethnic):
Draconic Bloodline (ethnic): Dragonborn
Phoenix Sorcery (ethnic):
Sea Sorcery (ethnic):
Shadow Magic (ethnic):
Stone Sorcery (ethnic):
Weather Witch (ethnic): Settled Human
Wild Magic (ethnic):

Warlocks

Archfey (ethnic): Elf (any, especially Wood Elves)
Fiend (cultural):
Great Old One (cultural):
Hexblade (cultural):
Light Unbound (cultural): Any
Raven Queen (cultural):
Seeker (cultural):
Undying (cultural):

Wizards

Abjuration (cultural): Dragonborn, Elf (any), Gnome (any), Halfling (any), Settled Human, Djura Tribe (Half-Orc/Human), Gerovik Tribe
Bladesinging (cultural):
Conjuration (cultural): Dark Elf, High Elf, Rock Gnome, Settled Human
Divination (cultural): Elf (any, especially House Sephelion), Gnome (any), Halfling (any), Gerovik Tribe
Enchantment (cultural): Elf (any, especially Wood Elves), Forest Gnome
Evocation (cultural): Dragonborn, Elf (any), Settled Human, Djura Tribe (Half-Orc/Human), Gerovik Tribe
Illusion (cultural): Dark Elf, Gnome (any)
Lore Mastery (cultural):
Necromancy (cultural): Dark Elf, Saxa Tribe
Theurgy (cultural):
Transmutation (cultural): Dark Elf, High Elf, Settled Human, Gerovik Tribe
War Magic (cultural):

ANH Classes

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